| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixed a number of bugs in the AssetCache related to asset downloading.
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* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
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into asset format and add that.
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coords directly.
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server/service, userprofile cache, inventory handling. (non of it is enabled yet (or at least it shouldn't be).
* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first]
* Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll.
This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
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modules (eg "client", "grid", "terrain", "storage", etc)
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the console to send alerts use : alert general <message> , for a instance wide message , or use alert firstname secondname <message> to send a alert to one user. (TODO: add region wide messages).
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prim, just create a new libsecondlife.Primitive.ParticleSystem() and then call AddNewParticleSystem() on the OpenSim particle : we really need to rename our particle class to stop conflict with the one in libsl.
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* Added Some ShapeTypes (shapes doesn't work though!)
* Fixed some \0 issues
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*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
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selected Objects
*Known bug, client does some weird "showing" when more than 255 objects are meant to be selected (linked objects count as one object)
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*ParcelManager's resetSimParcels does not set any default values.
*Updated ParcelData with correct defaults previously set in resetSimParcels
*Region overrides are now sent to viewer instead of dummy'd
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**Parcels within selection now join and not the two parcels selected at each corner
*Created OnSignificantClientMovement event that is triggered when an avatar moves more than 2 meters.
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instead - w00t!
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* Removed unused LoginService
* Minor renames on BinaryStreamHandler
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*Significant movement (currently set to 2 meters of movement for performance reasons, even though its speedy) and initial login now sends parcel updates
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InstantMessages will no longer crash the server. But they still aren't really working correctly, you can't type replies to received messages.
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LLSDStreamhandler system.
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Asset uploading over CAPS now works, and although inventory isn't really working yet, this should now at least enables texturing of prims.
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Disabled CAPS asset uploading as it seems it now crashes the server.
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could be done so. In practice, more work needs to be done.
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updated Axiom.MathLib.dll.
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* added some licensing info
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progress as is all). Committing now as I've finished for the night and will be continued tomorrow.
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which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
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* moving towards IPEndPoints all over the place
* trying to make the internal/external division
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in sandbox mode)
*Various small renamings
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to add/remove something
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compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
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